Mapping.

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Presentation transcript:

Mapping

Pixels or Geometry?

Let’s make a wall

Pixels?

or Geometry?

How about a brick wall?

Geometry?

or Pixels?

How about a window?

Geometry?

or Pixels?

Geometry: Pros: Fully three-dimensional Casts shadows, reflections, etc… Easier to position and modify Cons: Takes more time to calculate (render) - Slow Complex textures hard to model

Pixels: Pros: Takes less time to calculate (render) – Fast Easily represents complex textures Cons: Can be difficult to accurately position Modification requires different software Usually requires external files (texture maps)

Two Parts to Mapping: 1. Making a Mapped Material Replacing a material’s color/setting with an image. 2. Assigning/Adjusting Mapping Coordinates Tells geometry what to do with the map

Base Color (diffuse) – The material’s color. Mapped Material: Base Color (diffuse) – The material’s color.

Reflection (amount) – Reflective portions Mapped Material: Reflection (amount) – Reflective portions

Transparency (amount) – Transparent portions Mapped Material: Transparency (amount) – Transparent portions

Emission (amount) – Glowing portions Mapped Material: Emission (amount) – Glowing portions

Mapping Coordinates: Assigned to geometry. Tells geometry what to do with the map: Size/Scale of materials Orientation (rotation) Pattern (tiling)

Mapping Coordinates: Size (Scale) – For humans or ants?

Mapping Coordinates: Two Types: Real-World Scale/Size – “Best” for architectural Tiling – “Manual” application/adjustments

Mapping Coordinates: Localized axes. Labeled UVW.